Total War: WARHAMMER III

Total War: WARHAMMER III

SFO: Grimhammer III
LimeUser 26. nov. 2024 kl. 5:31
Crazy ideas and faction diversity.
This thread is mostly for myself and i suggest making your own discussion should you also have ideas for changes that influence the game in many ways.

You may use my own suggestions as examples but do keep in mind that i am EXTREMELY territorial in regards to ideas i consider my own or different enough.

I have tried coding myself but it was simply not for me, therefore none of my ideas will be created by myself and as this is a SFO thread it does not take the vanilla experience into account.

This is not a contract i simply feel i need to clarify my intentions with this thread.
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LimeUser 28. nov. 2024 kl. 6:51 
Ogres don't really feel like traders right now, this may change in the upcoming DLC but some more buildings in camps adding trade goods or bonuses when used as raiding posts would greatly increase their viability as income sources.
Personally i use them as mobile gates to block enemies from reaching the inner parts of my empire or raiding on the edge of my borders.
This is also heavily influenced by the physical resistance ogres get in their own territory as it creates a punishment for placing camps aggressively in foreign territory.
If possible making ogres raiding from camps not impact relations would give them more viability as allies since they REALLY enjoy placing camps in the most obnoxious places ruining relations for both their allies and themselves.
An example would be an ogre vassal under a vampire, they can easily screw you over in diplomacy as they will raid any and all regions other than their own and yours.

Other ideas may wait until after the DLC patch for SFO but as ogres are part of the upcoming dlc i wanted to write this down before i forget.
LimeUser 3. dec. 2024 kl. 10:06 
High elves and Dark elves are in a pretty weird spot, each faction specializing in different things but there's one faction for each race which has bonuses for ALL.
Having a specific specialty is fine but when it comes at the expense of other units being neglected it creates a late game scenario where you have no army variety or a massive weakness.

The elven hags (all 3 of them) are in very bad positions as their factions have few very specific units which they buff. Unit upgrades can be used as a good way to lessen the effects of the neglect but most of them are for their faction focused units. Being forced to play other factions for unit diversity would be fine if their starting regions were enjoyable.

I fully understand why there's bonuses against specific factions like Alith has but dark elves are generally a race you just auto resolve since their armies are 70% ranged. Absolutely love his unit type techs as they affect outpost units as well, making certain army combinations very viable and actually feels like you're playing as an alliance.

Imrik suffers much due to his last tech bonus reducing his diplomatic capability for barely needed bonuses, public order can easily be stacked using maidens or nobels and late game high elves have incredibly powerful economy.

Teclis and his faction is generally okay but is so ridiculously easy it gets boring very quickly.
His high amount of army abilities also clog up the screen making it annoying to even play.
LimeUser 28. jan. kl. 13:23 
Greenskins and daemon factions should have access to very simple trading, not to improve their economy but rather give the other chaos/neutral/disorder factions an actual benefit for allying with them instead of just taking their lands.
An example is ogres, much of their sustained economy is from trade (especially for Greasus) and being forced into allying with order for their high trade value causes the campaigns to go in the same direction alot of the time.
LimeUser 29. jan. kl. 6:01 
Arbaals challenge increasing mechanics (top 2) are pretty boring, giving enemies increased stats is fine but giving them hungering blades or making your armies winded is just a bad choice by CA.
Increasing vigor used in battle would atleast allow units with perfect vigour to actually benefit from it.
Meanwhile the hungering blades skill has too much connection to Khornes daemons to suit as a buff for order factions.
Speaking of hungering blades, the skull throne buff which gives it to all units factionwide basically removes any need for strategic thinking. And overriding the contact effects of units is incredibly annoying since MAYBE you want your halberd units to actually have their anti cavalry contact effect. Please note that any anger about these things are 100% directed towards CA, their view of fun is making everything unbalanced in the most idiotic ways.
LimeUser 29. jan. kl. 6:04 
A better option other than hungering blades would be any other kind of regen, or granting Khorne cultists the healing ability bloodspeakers have but having less uses or increased cooldown.
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